This publication is for Server Administrators of online games who are interested in using or finding out more
about the PunkBuster Anti-Cheat system. This publication is meant to document PunkBuster for the
following games:
America's Army, by the U.S. Army.
PunkBuster editions for other games may vary from the edition described herein.

A great effort has been made to make this publication useful for those new to PunkBuster and
also for advanced users of PunkBuster. Any comments or suggestions will be gladly received via
email to docs@evenbalance.com.

Since this manual is for Server Administrators, we will assume for the most part that the reader is familar
with the Game Console, entering commands, and configuration files.

If you wish to learn about using the PunkBuster Client software for use with playing the game, please
see our related publication entitled 'PunkBuster for Players'.

In September of 2000, a handful of online computer game playing enthusiasts became concerned with
the increased activity of cheating in online multiplayer gaming. We decided to do something
about the problem. We were aware that a few attempts had been made in the past by others (including
the makers of the games themselves) and that they were all generally considered to have failed
for the most part. We had a vision of a new way to approach the problem and decided to develop
an experimental software system to see if our new approach would work. We believed that once we
had submitted and maintained a product for open use that the response from affected online
communities would tell us whether or not the experiment was a success. After several months
of growth, much hard work, acceptance, and the appreciated beta testing and support of hundreds of
thousands of users, we believe that we have a viable solution to fighting the problem of cheating
in online multiplayer games: PunkBuster.

PunkBuster is an automatically self-updating client/server Anti-Cheat software system. That
means that players run the PunkBuster Client software while they are playing online games and also,
PunkBuster Server software is running on the game server that players connect to for gameplay.
The PunkBuster system is designed to hold all participants accountable by scanning the game
computers looking for known cheats, game hacks, and exploits similar to the way Anti-Virus software
would scan a computer looking for a virus. PunkBuster does not modify any files or settings
on your computer even if it detects some type of violation, it reports what it finds and, in some
cases, will remove offending players from the current game. PunkBuster is optional. A
Server Admin who decides to run PunkBuster on his or her Game Server is simply choosing to limit
players on said Game Server to players who have chosen to enable PunkBuster on their playing
computers. You do not have to enable PunkBuster if you are uncomfortable with the idea of
such software. However, PunkBuster is not "spyware" nor is it a trojan - it is designed for
groups of honest people to use together in an effort to keep out players who are unwilling to
subject their system to an objective third-party software system scanning their computer during gameplay.
The activities performed by PunkBuster are generally described on our website and we have also
developed and published a Privacy Policy Statement. We take the privacy and security of our
users and their computers very seriously and there is no featured provision (documented nor
undocumented) whatsoever in our software whereby anyone outside of your computer can gain control
of your computer or view / change your private information with or without your knowledge.
Additionally, PunkBuster does not transmit your private data files to any other computer nor keep
any type of centralized database that tracks any information about your personal files.
PunkBuster basically just looks for known cheats and game-hacks while you are playing a PunkBuster
enabled game in an effort to authenticate your installation as "clean" for the purpose of
consentual multiplayer online gaming.

In mid-2001, a privately funded corporation, Even Balance, Inc. was formed to handle the commercial
application of the PunkBuster system. We plan to offer several types of products and services
to online gaming communities that are built up around the games we support. We are actively
seeking relationships with game software developers who would like to have us provide anti-cheat
support for their online multiplayer game titles.

There is no cost for a personal, non-commercial license to use PunkBuster software. Our
End User License Agreement must be accepted on-screen before PunkBuster is
installed. If you wish to use PunkBuster in any type of commercial environment or in connection
with any commercial event, a separate commercial licensing arrangement must be obtained from Even
Balance, Inc. To find out more about commercial licensing, send an inquiry via email to
license@evenbalance.com.

More information about Even Balance, Inc. and the PunkBuster system can be found on our website at
evenbalance.com.

If you wish to change PunkBuster Server settings or enter PunkBuster Server commands, be sure to be logged in as a server administrator.
As with AA:O in general, the "admin" command must proceed every PunkBuster Server command and setting so that the command is executed on the game server
- in general, you will not see the "admin" command being used in this documentation, so please remember to add it yourself.
Also, you will not see any response to PunkBuster Server commands or settings due to limitations of the game engine itself.

There are two ways to enable the PunkBuster Server.
You can either join the server logged in as a server administrator and use the following console command (without the quotes):
"admin pb_sv_enable".
Alternatively, edit the pbsvgame.cfg file in the "System/pb" folder on the game server and use "sv_punkbuster 1".
Again, if pbsvgame.cfg is edited or changed, the server instance must be restarted for the change to take effect.
When PunkBuster is Enabled for the first time,
it will begin operation using the default configuration. This configuration has been designed to work with all
types of game servers. Optimizations can later be made by adjusting the PunkBuster settings described later in this
publication to better match the server connection speed, user load, and Admin preferences. The following are
a few options that can greatly enhance server cheat protection with a relatively easy learning curve.

Once PunkBuster has been enabled, automatic screenshot capturing can be turned on by setting PB_SV_AUTOSS to 1.
To make this (and/or most other PunkBuster setting changes) permanent, enter the command PB_SV_WRITECFG.
This will save most current PunkBuster settings to the PunkBuster configuration file "pbsv.cfg". PunkBuster loads
this configuration file every time it is run. When the automatic screenshot capturing has been turned on, screenshots
will begin to be routinely taken of all the servers’ connected players and stored in the "svss" folder. The default
limit to the number of captured screenshot files is 100 which can be changed with the command PB_SV_SSCEILING.
Once the limit has been reached, the PunkBuster server will begin to overwrite the current files starting with the
lowest numbered file first in an endless cycle.

There are two ways to enable / disable PunkBuster software.
You can either join the server logged in as a server administrator and use the following console commands (without the quotes): "admin pb_sv_enable" or "admin pb_sv_disable".
Alternatively, edit the pbsvgame.cfg file in the "System/pb" folder and use "sv_punkbuster 1" or "sv_punkbuster 0" respectively.
If pbsvgame.cfg is edited or changed, the server instance must be restarted for the change to take effect.

NOTICE: PunkBuster cannot be Disabled immediately during the middle of gameplay. Choosing
to Disable PunkBuster by any method will set PunkBuster into Disabled mode but
that does not take effect until the entire game is restarted. Neither Players nor Server
Admins can simply turn PunkBuster off and on during the middle of gameplay. Once PunkBuster
Client and/or Server has been Enabled for a gaming session, it becomes Enabled immediately and then
stays Enabled regardless of how many times the Enabled/Disabled mode is toggled. When the
game is exited, the current PunkBuster status is saved and the next time the game is started,
PunkBuster will initialize to the mode in which it was last set, either Enabled or Disabled.

One of the core aspects of the PunkBuster system is the automatic update feature. As new
versions of PunkBuster files are made available for download from our Internet-based Master
PunkBuster Servers, the PunkBuster software running on Players' and Admin's computers will attempt
to retrieve those new versions and perform an automatic "self-update" function in the background
without interrupting gameplay. For most users, this occurs automatically and seamlessly.
Since PunkBuster Servers require all connected Players to be running identical versions of all
PunkBuster files in order to be authenticated for "clean" online play, the automatic update
facility inside PunkBuster is an important component of the overall system. PunkBuster will
retain older versions in case there is ever a need to connect to a Server that is still running
old versions of the PunkBuster software.

All PunkBuster update files are stored in special compressed HTM files and can be opened with
any Internet Web Browser. We have designed and implemented a robust method for securely
delivering updates from our Master PunkBuster Servers to Regular PunkBuster Servers and then on
to computers that have Enabled the PunkBuster Client software. Great care has been taken
to design and develop the system such that only authentic PunkBuster files will ever be accepted
and used by the PunkBuster System during the auto-update process.

There may be times, however, when it is necessary to manually update a PunkBuster System. For
instance, if there is no Internet Access available and multiplayer gameplay is occuring in a LAN
environment. Or perhaps, there is a temporary routing problem causing locally running
PunkBuster software to not be able to "find" any Master PunkBuster Servers whereby an update can
be obtained. There may also be times that the PunkBuster Team offers pre-release beta
versions of PunkBuster software for manual download so that it can be tested before broad
distribution. For whatever reason that may come up that requires a manual update, we have
prepared a page
on our website designed to help with manual updates.

Some commands are standalone and others may require or accept additional parameters. For example, the command "PB_SV_VER" is standalone. The command "PB_SV_LOAD" takes one parameter (a filename), typing in "PB_SV_LOAD ABC.CFG" tells PunkBuster to load the PB configuration file called "ABC.CFG".

Most Server Admins remotely control their game servers via the admin facility built into the game. While the PunkBuster Server is also addressed this way, due to limitations of the game engine no PB Server command will display a response.

Note that every PB Server Command and Setting must be entered while logged in as administrator, and "admin" must be in front of every command so that it is executed on the server.

Most Server Admins will not use the PB_SV_LOAD command, but rather will use the game-specific exec command so that configuration files can be loaded that have both Game and PunkBuster commands and settings changes. Configuration files loaded by the PB_SV_LOAD command may contain only PunkBuster related commands and settings.

PunkBuster settings, sometimes also called variables, hold numbers or textual information that PunkBuster uses while it is operating. Changing PunkBuster settings will affect the way PunkBuster runs in specific ways. All PunkBuster settings start out with default values that are the recommended values for most users.
For example, "PB_SV_AUTOSS" can be set either to 1 or 0. To set it to 1, type in "admin PB_SV_AUTOSS 1". Trying to set a PunkBuster setting outside of its allowable range will cause PunkBuster to give the setting the closest allowable value to what was originally specified.

Listed below (in alphabetical order) is a list of PunkBuster Commands and Settings along with a general description and usage instructions where necessary.

Some Server Admins wish to try to limit profanity / offensive language on their game servers. This is an individual preference issue. For Admins who wish to prevent players from using certain offensive text in their playing names, PunkBuster includes the Player Name Management Facility also known as the BadName Facility.

By default, PunkBuster does not do any checking for BadNames. If you wish to construct a list of offensive text filters in PunkBuster so that players will not be able to wear names containing the offensive text, use the BadName command. The format of the BadName command is as follows:

PB_SV_BADNAME [grace_period] [filtered_text]

You can fill up a configuration file with nothing but these types of statements if desired and then issue a PB_SV_LOAD command either manually or inside your pbsv.cfg file to have the whole list executed easily at one time. If prefered, you can also type them into the console and do a PB_SV_WRITECFG to have the whole list written, along with your other current PB settings, to the pbsv.cfg file which is automatically loaded every time PunkBuster starts.

If PB detects that a player has a name that includes the exact [filtered_text] from any BadName entry (case insensitive), then PunkBuster will send a warning message to the player that the playing name is not allowed on this server and that the player should change the name. If the name is not changed to an acceptable name within the number of seconds specified by [grace_period] for that text filter, then the player is removed from the game. Note that setting [grace_period] to 0 has the effect of immediately removing a player before any warning message has time to display.

Note that PB strips player names of color codes before searching for [filtered_text].

The PB RCon Facility allows admins to give specified players something similar to the normal RCon ability of the game.
The Facility is based on guids that are generated for each player, so passwords are not used for this feature at all.
This will work with anything that would normally be entered at the server console including commands, settings, etc. even specific to whatever mods you are running at your server.
This Facility is based on the PunkBuster Player Power system whereby PB Admins can give power points to their regular players and deputy admins.
Admins therefore have to assign Power Points to players before they can use this facility.

The PB Server keeps a list of commands for use by the PB rcon facility; by default, that list is empty; use PB_SV_RList to see the current list at any time.

First you need to decide levels of control for your server. Decide which commands you want to make available with this facility and group them by "power points".

An example:

100 power points required to permanently ban players

50 points required to change the kick

25 points required to change power kick length.

You now have to use the pb_sv_rcon command to set up your list: PB_SV_RCon [min power points] [command prefix].
PB will automatically update the pbrcon.dat file when the pb_sv_rcon command is issued.
That file is loaded every time the PB Server is started and restarted.
So for our example, you would enter the following 4 lines:

PB_SV_RCon 100 pb_sv_ban

PB_SV_RCon 50 pb_sv_kick

PB_SV_RCon 25 pb_sv_powerkicklen

Note that you are entering prefixes - if a player enters a command that "starts with" an exact entry in the list, then it will be considered valid as long as the player has enough points to issue that command.
For example, entering PB_SV_RCon 75 PB_SV_ means that any player with 75 or more power points can issue any PB server command (not recommended by the way unless you are the only player with 75 or more power points and you wish to do this for yourself).

The PB server will announce to all players when a command has been executed and say who executed it.
If a player tries to use PB_RCON and does not have the requisite power points or tries to issue a command that is not in the list, then the PB server logs that activity but otherwise ignores it.
No feedback is sent to players - successful or unsuccessful.
There is no "secrets" with this command.
Players can't use it to do anything anonymously.
Any output associated with an issued command is logged to the server console and log files, but is not returned to the player's console.

This will work with anything that would normally be entered at the server console including commands, settings, etc. even specific to whatever mods you are running at your server.

So basically when you bestow enough power points to a player so that he/she can use one or more PB rcon commands, you should inform/educate that player on the specific commands that are available to him/her. There is no way for a player to "find out" what can be issued with a certain number of points unless the admin or other power players gives the info i.e. there is no client command to list what is available.
Players just have to know what they are allowed to do and on which servers with pb_rcon.

If you re-issue the same command with pb_sv_rcon, then PB will update the existing record so that you can change the number of power points required.
If you want to "delete" a command, simply set the required points very high so that no players on your server have that many points (or edit pbrcon.dat with a text editor, remove the command(s) you want to delete and then do pb_sv_restart).

One advanced idea that you may want to experiment with is to create short scripts to do various things on your server.
You can name the scripts anything you want and just make your list of PB rcon commands to simply call your scripts.
So players don't have to know any real commands at all, they would just do 'pb_rcon exec script_name' based on what you tell them they can do and then whatever you have in the script will be exec'd when the rcon is issued.

If you wish to learn how to use PB_RCon as a Client please see our related publication entitled 'PunkBuster for Players'.

PunkBuster provides the ability for Server Admins to specify a list of acceptable player cvar value ranges while playing on the Game Server.
When each player connects to a PB-Enabled Server, the PB Client will download the list of acceptable cvar ranges from the PB Server and will check all of the player's cvars for compliance.
The player is warned about any cvars that are unacceptable to the Game Server. The player then will have a few seconds to make any necessary corrections before the PB Server will begin methodically and regularly checking that player's cvars against the list of acceptable ranges. If a player is found to have a cvar that is outside the acceptable range for that cvar, then that player will be removed from the game immediately.

To add a cvar check to your PB Server, use the PB_SV_CVAR command. There are four different types of cvar checks that can take place: IN, OUT, INCLUDE, and EXCLUDE.
Each is explained below along with examples and the format of the PB_SV_CVAR usage required to properly add that type of check to the PB Server's list. As with any other PB Command or Setting, cvar checks can be stored in configuration files and loaded either automatically during startup or upon demand during gameplay. In the case of cvar checks, we recommend adding new entries in such a way that they take effect the next time the server is started rather than adding them during gameplay.

You also need to specify the section in which each cvar is located.

Note that once a cvar check has been added, it cannot be removed or changed without restarting the PB server. If a subsequent entry is made with the same cvar name, it is added to the list without affecting the prior entry. Also note that checking for non-existent cvars will return empty strings (which also evaluate to the value of 0).

PB_SV_CVAR "[section] [cvar_name]" IN [from_value] [optional_to_value]
If you wish to require that a particular cvar always equals a certain value or falls within a specified range of values, use the "IN" type. For example, "PB_SV_CVAR "Engine.PlayerController AimingHelp" IN 0" means that each player's AimingHelp cvar must always equal 0 on your game server. Issuing "PB_SV_CVAR "Engine.PlayerController AimingHelp" IN 5 15" means that AimingHelp must always fall inside the 5 to 15 range (inclusive).

PB_SV_CVAR "[section] [cvar_name]" OUT [from_value] [optional_to_value]
If you wish to require that a particular cvar never equals a certain value or falls within a specified range of values, use the "OUT" type. For example, "PB_SV_CVAR "Engine.PlayerController AimingHelp" OUT 1" means that each player's AimingHelp cvar must never equal 1 on your game server. Issuing "PB_SV_CVAR "Engine.PlayerController AimingHelp" OUT 11 99" means that AimingHelp must never fall inside the 11 to 99 range (inclusive).

PB_SV_CVAR "[section] [cvar_name]" INCLUDE [text]
If you wish to require that a particular cvar always includes the specified [text] inside its value, use the "INCLUDE" type. For example, "PB_SV_CVAR "URL Protocol" INCLUDE unreal" means that each player's Protocol cvar must always have the text "unreal" somewhere in the value.

PB_SV_CVAR "[section] [cvar_name]" EXCLUDE [text]
If you wish to require that a particular cvar never includes the specified [text] inside its value, use the "EXCLUDE" type. For example, "PB_SV_CVAR "AGP.HumanController UserName" EXCLUDE ^" means that each player's UserName cvar must never have the text "^" somewhere in the value.

PunkBuster allows Server Admins to request and retrieve actual screenshot images being displayed on the gaming monitor of players currently connected to the game server. It is very easy to request a screenshot from one or more players and also to set up automatic screenshot capturing. Several advanced features are available for Admins who want to tweak their systems. The defaults are fine for most Admins and are a good place to start when getting a feel for how the Screen Capture Facility works.

There are two ways to capture screen shots: Manually and Automatically. Some Admins will do both types. To Manually request a screenshot from all connected players, simply type "PB_SV_GETSS" into the Game Server console and after a few seconds, you will start seeing messages about where newly retrieved screenshots were written to your hard drive and what their filenames are. PB names screenshot image files using incrementing sequential serial numbers and they always have the PNG extension. PNG graphic files are similar to GIF and JPG files - they combine the best of both worlds with respect to the type of images found in most computer games. Along with each screenshot image (PNG) file, PunkBuster also writes a "helper" HTM file with the same filename so that you can use any web browser, such as Netscape or IE, to easily view your captured screenshots. Furthermore, all screenshot requests are logged to one specific HTM file called pbsvss.htm so that the list is made available on one scrolling screen as an index for quick and easy viewing.

If you wish to take a manual screenshot of only one or a few connected players, you can specify either the player's slot number directly or you can specify a text substring and PB will request screenshots from all players whose names contain the specified search text. To find the slot # of a specific player, type PB_SV_PLIST into the console. Column one contains the slot # for each connected player in the list. To request screenshots from all players with the text "ABC" in their name, type PB_SV_GETSS "ABC" (note the quotes are necessary when specifying name substrings).

To set up Automatic Screenshot Capturing, set the PB_SV_AUTOSS setting to 1 (the default is 0). Then you may want to change the values of the PB_SV_AUTOSSFROM and PB_SV_AUTOSSTO settings to specify how often PunkBuster will request screenshots from each connected player. Both of these settings are measured in seconds and the defaults are 60 and 1200 respectively which means that the PunkBuster Server will request a new screenshot randomly anywhere from 1 to 20 minutes after each previous request for each connected player.

Note that regardless of the combination of manual and automatic screenshot requests submitted during gameplay, the PunkBuster system limits screen shots in two ways. First, each individual screenshot is limited to 82,000 pixels in an effort to keep image file sizes and transfer bandwidth requirements down. If you set your parameters (described below) to request images that contain more than 82,000 pixels, then PunkBuster will automatically reduce the image size until the actual capture fits within the limitation. Also, PunkBuster will not allow more than 3 screenshots to be requested from each player within any 10 minute period, nor allow a screenshot to be requested within 30 seconds of the previous request. The PB_SV_PLIST command used to display information about connected players has a column called "RecentSS" which shows the number of requests for each player within the last 10 minutes.

Also, Admins should keep in mind that PunkBuster will not take a screenshot from a player who has minimized his local game or who has an application active other than the game itself. In those cases, an empty black screenshot image is sent with text at the bottom explaining why the Capture failed. Also, there are a few video display setups that cannot be correctly captured at this time. These setups also do not allow the game itself to take screenshots using the built-in non-PunkBuster method.

The following settings can be used to customize the Screen Capture Facility:

PB_SV_SSWIDTH and PB_SV_SSHEIGHT are used to request a specific size image in pixels. The default is 320 x 240. If a size is requested that is larger than the actual resolution on a player's system, then PB will automatically reduce the appropriate parameter to match the size of the resolution. For example, if a screenshot of 800x600 resolution is requested from a player running the game in 640x480 resolution, then PB will take the image at 640x480 resolution automatically.

PB_SV_XPCT and PB_SV_YPCT are used to specify where on the full playing screen that the capture is to be centered. The default is 50 and 50 so that the capture comes from the center of the playing screen. Using lower numbers moves the captured area toward the left (in the case of XPCT) and upper (in the case of YPCT) portions of the screen and using higher numbers moves the area towards the right and lower portions of the screen respectively. If XPCT and/or YPCT are set to -1, then a random percentage between 0 and 100 will be used for each individual capture request - this has the effect of capturing different (randomized) portions of the playing screen each time a capture is taken.

PB_SV_SSSRATE sets the sample rate for the capture. The Sample Rate can be set to take less pixels from a larger area of the screen to, in effect, compact a larger picture into a smaller size by simply skipping pixels. Sample Rates of 1, 2 and 4 are available. Using a Sample Rate of 2 will reduce image file sizes to about one fourth of normal (Sample Rate 1) and using 4 will reduce to about one sixteenth. The reduction in file size does affect the clarity of the image. It is always best to use Sample Rate of 1 unless you desire to capture large portions of the playing screen and don't mind losing some clarity in the resulting image. Even with the 82,000 pixel limit, it is possible to capture images at 1280x1024 using a sample rate of 4 for the relatively few players who play in very high resolutions.

PB_SV_SSDELAY causes the PB Client to wait a random number of seconds (up to 60) after receiving the capture request before actually capturing the image.

PB_SV_SSPATH can be configured to hold an alternate location where captured screenshots are to be written. This can be a network share if desired. The default is "" (empty) which means the pb/svss subfolder holds captured screen shots and related support files.

PB_SV_SSFLOOR, PB_SV_SSCEILING, and PB_SV_SSNEXT deal with the way captured screenshot images are named as they are saved to files at the PB server. The PB_SV_SSNEXT setting holds the serial number that PB will use for the next captured filename - for example if PB_SV_SSNEXT is 250, then the next captured image will have a filename of pb000250.png (and it's "helper" file will be named pb000250.htm). The PB_SV_SSNEXT setting is incremented and maintained automatically by the PB system but can be set manually if desired. The FLOOR and CEILING settings specify the from and to range for the screenshot filenames captured by this server. Using the PB_SV_SSPATH command mentioned above, Admins who run multiple servers may want to have all PB Servers send captured screenshots to a central location. The FLOOR and CEILING settings allow the admin to give each PB Server its own unique range of filenames to use so that there is never any overlap in the central archive.

PB_SV_SSCMD holds the name of a local script (batch) file that PB will execute automatically after each screen shot is retrieved successfully. The default value of this setting is "" (empty) which means that PB will not run a local script at all after image captures. PunkBuster passes the full image filename with path as a parameter to the script. This is for advanced Admins who wish to automate the processing, archiving, and/or publishing of screenshots (such as to a web server).

This facility is not associated with the votekick system that is built into the game itself. Both systems work
independently of each other and can be used together or be enabled/disabled separately depending on the desires of each
PB Server Admin.

PB Player Power allows PB Server Admins to empower their trusted regular players with more weight in a new elective
process used to remove an undesirable player from the game server. Frequently, troublemakers who attack teammates, block
doorways, or otherwise ruin the gameplay are able to get around other methods of keeping them off of the server. This new
facility aims to tackle this issue so that gameplay on good public servers doesn't suffer when troublemaking punks show up.

Basically, every player on PB Servers has a power rating. Each PB Server Admin can add specific players to a locally
stored database which stores the power rating for those specific players between playing sessions. Additionally, a
"catch all" setting called pb_sv_powerdef holds the default power rating for players who are not in the
database. During gameplay, players may apply their power points against a player by requesting to have that player
kicked from the server. Each application of power points is reported to all players on the server so that all players
will be able to see when a player applies his/her power points against another player. Once enough power points have
accumulated against a given player, then that player is removed from the game and forced to wait a number of minutes
before being allowed to rejoin.

To add a specific player to the local PB Player Power database, use the pb_sv_power command; this command
takes two arguments: the slot # of the player to be added and the desired power rating. The pb_sv_plist command is used
to display a slot # for all connected players. The local PB Player Power database is stored in the pbpower.dat file. Each
entry is based on the guid of the player.

The power rating assigned to players may range from 0 to 100. Assigning a power of 0 to a player
means that the player's vote carries zero weight on the server and any requests by that player to kick other players using
this facility are completely ignored. A setting of 0 should normally be reserved for players who have shown themselves to
be untrustworthy from the standpoint of voting against their peers. Assigning a power of 100 to a player is further
distinguishing that player as a "deputy". There are a couple of additional points of interest involving deputies.
When at least one deputy is presently connected to a game server, then only deputies may apply their power
points on that server. Other players must appeal to the judgment of any and all deputies presently connected. Also, deputy
players cannot be removed from the game server using this facility.

The pb_sv_powerdef setting is used to set the number of power points allocated to players who are not in
the local PB Player Power database. Use the pb_sv_powermin setting to specify the
number of power points required to be applied to a given player before that player is removed from the game. The
pb_sv_powerkicklen setting holds the number of minutes that players must wait before being allowed to rejoin
when removed via this facility. To completely disable this facility, set pb_sv_powerkicklen to 0.

More information about how this facility is used from a player's perspective can be found in our related publication:
"PunkBuster for Players".

Even Balance, Inc. will soon be offering a premium, optional hosting service for Server Admins who wish
to remotely log screenshot and log file signatures in real time for automatic publication to a fully and openly
accessible website. We will offer a similar service for Players.
Each subscriber gets a separate page and each days' activity is further separated into web
pages. When this Service is available,
more information will be available on our website at
evenbalance.com.

Frequently Asked Questions (FAQs) are available on our
website. Choose the appropriate
game from the support page.